I ran my two Bug Canyon games at a local convention, Dexcon10, this past Saturday. I originally had about 500-750 points available per player for up to 16 players but the first game had 3 players per side so I scaled back the overall forces to roughly 3500-4000 points per side and used 12 feet of the 16 foot space for the actual game.
More pictures here:
Game One Forces
The Mobile Infantry Force
1st Command- Rico’s Roughnecks
Lieutenant Razak
Independent MI Sniper
Veteran MI Squad (Sergeant, 5 troopers w/1javelin)
Roughnecks (Brutto, Gossard, Doc, Rico, Dizzy, Jenkins, T’Phai, and Higgins)
CHAS unit
2nd Command- Maessen’s Marauders
Lieutenant in Chickenhawk
Ape Marauder Squad (Sergeant and Trooper)
Ape Marauder Squad (Sergeant and Trooper)
Sicon Agent w/Talents (given Lizard line due to terrain)
ATV Recon squad (Sergeant and two troopers), plasma mine dispenser upgrades
3rd Command- Kapp’s Killers
Lieutenant
NCO
MI Squad (Sgt, 5 troopers w/2 flamers)
MI Squad (Sgt, 5 troopers w/2 javelins)
MI Squad (Sgt, 5 troopers w/1 Triple Thud GL)
4 Stalwart Bug Field Generators
1 Ammo dump
Non-command
2 Heavenly Mercy Dropships to protect from the Plasma Bug batteries
The Arachnid Force
1st Command
Bug Central, 2 tunnel entrances, 2 tunnel markers
5 units of 5 Warrior Bugs, Endless Tide
2 Mantis Hunters (given jump like Mantis Assassin for the terrain)
2nd Command
2 tunnel entrances, 2 tunnel markers
Brain Bug
5 Tiger Warriors
2 units of 5 Warrior Bugs, Endless Tide
Battery of 2 Plasma Bugs
3rd Command
3 tunnel entrances, 2 tunnel markers
Mantis Assassin
5 Tiger Bugs
3 Hopper Bugs
Infiltrator Bug
2 units of 5 Warrior Bugs, Endless Tide
2 Ambush Warriors
The Mission for the MI players was to destroy the Plasma Bugs. The Arachnid Players were charged with destroying two passing Dropships in the area. The Plasma Bugs could be used on the table but it would jeopardize achieving the victory condition.
So what happened in game 1?
Basically the MI had the Roughneck platoon on the left, the Marauders in the center, and the regular MI on the right. The MI Marauders jumped forward aggressively. The unofficial ATV squad had moved forward and a plasma mine was activated on a nearby tunnel entrance. Some tunneling Warriors were soon encountered and one ATV rider was lost. The Roughnecks advanced cautiously and by the numbers, taking out the Hopper Bugs very early. The Hopper loss took the heat off the MI even when the Ambush Warriors showed up. Rico did have to use his Jumpball player dodge to avoid one and the MI took the Warriors down. The MI platoon at the Ammo dump was joined by the SICON agent being chased by Warriors. The right flank MI squads were unable to destroy the close tunnel entrance on their side of the Stalwart field and started to jump away to their flank as tunnel markers approached. The Warriors on that side suffered great losses but took out the SICON agent, overran the ammo dump and kept the platoon from getting close enough to engage the Plasma Bugs who had already shot down one of the two Heavenly Mercy dropships. It was the Marauders who won the day for the Mobile Infantry. The final 2 ATV riders put the petal to the metal but ran in between the Brain Bug, a Plasma Bug and some Tiger Warriors. They died quickly. One squad of Ape Marauders however had killed the Mantis Assassin Bug jumped right down into the clearing with the first Plasma Bug and with some help from the Roughneck platoon they all destroyed the Plasma Bug, the Infiltrator, and numerous Warrior Bugs. The other squad jumped toward the 2nd Plasma Bug and destroyed the perimeter defenses that included an attack by the two Mantis Hunter Bugs. The remaining Plasma Bug almost destroyed the last dropship but a crucial save was made from the Plasma AA fire and the Plasma Bug was then killed by the other Marauders in the next turn. It was a close game and a lot of fun to run.
More pictures here:
Game One Forces
The Mobile Infantry Force
1st Command- Rico’s Roughnecks
Lieutenant Razak
Independent MI Sniper
Veteran MI Squad (Sergeant, 5 troopers w/1javelin)
Roughnecks (Brutto, Gossard, Doc, Rico, Dizzy, Jenkins, T’Phai, and Higgins)
CHAS unit
2nd Command- Maessen’s Marauders
Lieutenant in Chickenhawk
Ape Marauder Squad (Sergeant and Trooper)
Ape Marauder Squad (Sergeant and Trooper)
Sicon Agent w/Talents (given Lizard line due to terrain)
ATV Recon squad (Sergeant and two troopers), plasma mine dispenser upgrades
3rd Command- Kapp’s Killers
Lieutenant
NCO
MI Squad (Sgt, 5 troopers w/2 flamers)
MI Squad (Sgt, 5 troopers w/2 javelins)
MI Squad (Sgt, 5 troopers w/1 Triple Thud GL)
4 Stalwart Bug Field Generators
1 Ammo dump
Non-command
2 Heavenly Mercy Dropships to protect from the Plasma Bug batteries
The Arachnid Force
1st Command
Bug Central, 2 tunnel entrances, 2 tunnel markers
5 units of 5 Warrior Bugs, Endless Tide
2 Mantis Hunters (given jump like Mantis Assassin for the terrain)
2nd Command
2 tunnel entrances, 2 tunnel markers
Brain Bug
5 Tiger Warriors
2 units of 5 Warrior Bugs, Endless Tide
Battery of 2 Plasma Bugs
3rd Command
3 tunnel entrances, 2 tunnel markers
Mantis Assassin
5 Tiger Bugs
3 Hopper Bugs
Infiltrator Bug
2 units of 5 Warrior Bugs, Endless Tide
2 Ambush Warriors
The Mission for the MI players was to destroy the Plasma Bugs. The Arachnid Players were charged with destroying two passing Dropships in the area. The Plasma Bugs could be used on the table but it would jeopardize achieving the victory condition.
So what happened in game 1?
Basically the MI had the Roughneck platoon on the left, the Marauders in the center, and the regular MI on the right. The MI Marauders jumped forward aggressively. The unofficial ATV squad had moved forward and a plasma mine was activated on a nearby tunnel entrance. Some tunneling Warriors were soon encountered and one ATV rider was lost. The Roughnecks advanced cautiously and by the numbers, taking out the Hopper Bugs very early. The Hopper loss took the heat off the MI even when the Ambush Warriors showed up. Rico did have to use his Jumpball player dodge to avoid one and the MI took the Warriors down. The MI platoon at the Ammo dump was joined by the SICON agent being chased by Warriors. The right flank MI squads were unable to destroy the close tunnel entrance on their side of the Stalwart field and started to jump away to their flank as tunnel markers approached. The Warriors on that side suffered great losses but took out the SICON agent, overran the ammo dump and kept the platoon from getting close enough to engage the Plasma Bugs who had already shot down one of the two Heavenly Mercy dropships. It was the Marauders who won the day for the Mobile Infantry. The final 2 ATV riders put the petal to the metal but ran in between the Brain Bug, a Plasma Bug and some Tiger Warriors. They died quickly. One squad of Ape Marauders however had killed the Mantis Assassin Bug jumped right down into the clearing with the first Plasma Bug and with some help from the Roughneck platoon they all destroyed the Plasma Bug, the Infiltrator, and numerous Warrior Bugs. The other squad jumped toward the 2nd Plasma Bug and destroyed the perimeter defenses that included an attack by the two Mantis Hunter Bugs. The remaining Plasma Bug almost destroyed the last dropship but a crucial save was made from the Plasma AA fire and the Plasma Bug was then killed by the other Marauders in the next turn. It was a close game and a lot of fun to run.